Warhammer 3 Immortal Empires Sigvald the Magnificent - Warriors of Chaos campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Sigvald the Magnificent - Warriors of Chaos campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Sigvald The Magnificent - Warriors Of Chaos Campaign Overview, Guide And Second Thoughts


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Hello everyone. In this guide I will cover:

- Victory conditions, faction and climate;

- Starting location;

- Diplomacy and outposts;

- Mechanics of the race and faction;

- Province edicts and army stances;

- Buildings and research;

- Lords and skills;

- Army compositions;

And give you my final notes on the specific faction. Hope you enjoy it.

If you prefer to watch the video, it also helps to support me:

https://www.youtube.com/watch?v=trm5R3BscMo

If you prefer to read, here it is:

VICTORY CONDITIONS:

Short victory:

- Win the Sliverslash quest battle

- Maintain control of the provinces of The Shard Lands, Deadwood, and The Road of Skulls (all nearby)

- Occupy, loot, raze or sack 35 different settlements

The reward is +30 Winds of Magic power reserve, great to ensure your casters are much more effective in battle.

Very straightforward and still quite a nice sandbox feel for the campaign, which is great.

Long victory:

- Achieve the short victory

- Occupy, loot, raze or sack 80 different settlements

- Control at least 13 of a very long list of settlements, mostly Dark Fortresses and capitals of important factions.

The reward is +10 Lord recruit rank, which allows you much better lords right as you recruit them in order to continue into domination.

A rather long victory, there are several required settlements nearby or at least in the Northern area, so conquering those and then deciding which ones to finalize the long victory is a decent path.

Sigvald is the Scion of Slaanesh, and he benefits from:

-25% Souls cost for all Gifts of Slaanesh

Vassals gain "Immune to Psychology" and spread Slaanesh corruption.

Can seduce units

Applies and benefits from Seductive Influence and Gifts of Slaanesh.

In essence, he becomes quite a wonderful hybrid of Slaanesh/Warriors of Chaos character, which plays into a different idea than other Warriors of Chaos lords.

Climate is non-existant to Sigvald, as he can go anywhere he pleases. Perfect for domination style campaigns.

STARTING LOCATION:

Your starting location is without a settlement, and it is assumed that you take the initial Fortress of the Damned.

It is decently positioned for a start, and you do have plenty of Dark Fortresses nearby to have a solid base.

Typical expansion is to control the initial settlements nearby into the Naggarond area. You can also choose to go to the other side or even Norsca, although you would be avoiding the initial Short Victory conditions.

DIPLOMACY AND OUTPOSTS:

Diplomatically, you are Chaos, so you enjoy good relations with Norsca, Chaos and Beastmen.

However, because you do have seductive influence, Elves and Human factions may fall under your grasp.

Therefore, typical enemies will be Dark Elves and anyone in the nearby area of Naggarond., However, you may change this because of the Seductive Influence mechanics.

Thus, outposts with Norsca are typically easy to obtain, but you may also have Dark Elves, High Elves, Bretonnia and Empire outposts with relative ease. If you achieve this, Missile troops, Flyers, or Artillery from them are a good choice that I can list below.

MECHANICS OF THE RACE AND FACTION:

- Souls are a unique currency, harvested by fighting anything that is not daemons. They are used for Heroes and Lords to achieve Marks of Chaos, and also for the Gifts of Chaos mechanic.

- Speaking of the Gifts of Chaos, they consist of a series of bonuses that you can have active, that cost upkeep in terms of souls. Be wary of it. These can be unlocked during the campaign. In addition, they may grant you gifted units to recruit into your armies. In the specific case of Sigvald, most of these will be Slaanesh deamons, of course.

- The Path to Glory is a nice way to grant traits to your Lords and Heroes, or even to have them ascend into Daemons. Very useful and customizable idea.

- The Eye of the Gods offer a series of dilemmas, based on the number of Active Gifts. These offer powerful rewards, so be on the lookout for them.

- Authority is a way to grant cheaper upgrades and upkeep, as well as replenishment to a specific alignment (counting undivided as a specific). Very straight forward way to customize your armies in the long run to whatever you prefer. As Sigvald, the main idea is to go into Slaanesh based stuff, of course, but it is still possible, although more difficult, to obtain other Marked Warriors, for example.

- Your units recruit instantly, and you can upgrade them into a specific alignment or undivided. This has a cost and will require technology to unlock.

- In terms of buildings, you can only build up everything in the Dark Fortresses locations. More on that later.

- Vassals should almost be noted as a mechanic in itself, as this faction will work immensely with them. As vassals gift you tribute, you can work with them to focus enemies down and create a never-ending tide of armies against them. Vassals also get immunity to psychology and spread Slaanesh corruption.

- Sigvald also has the ability to seduce units, and applies seductive influence which can give you bonuses against, and vassals of, Elves, Humans, or Beastmen factions.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Slaanesh corruption in adjacent provinces +1; slaanesh corruption +3;

Control -4, local warband recruitment +20% replenish chance for marauders, construction cost -10% for all buildings

Campaign movement range -20% for enemies; enemy hero action success chance -20%, attrition -20%, melee defense +5;

Chance of a plague spreading -40%, hero recruit rank +2, recruit cost -10%;

An interesting different style of edicts, still useful.

Army stances:

Channeling for +15 Winds of Magic per turn, cost 10% movement

Encamp costs 50%, enables replenishment and immunity to attrition;

Raiding costs 25%, gives experience per turn to the units, immunity to attrition

Ambush 25% movement cost

Forced march

Very straightforward ones, but do not neglect raiding for that bit of extra XP per turn.

Warhammer 3 Immortal Empires Sigvald The Magnificent - Warriors Of Chaos Campaign Overview, Guide And Second Thoughts(continua.)


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BUILDINGS, RESEARCH:

- Unique approach to buildings, given the Warband upgrades mechanic.

- What buildings unlock is the basic version of the unit to be easier to upgrade from that point onwards. They also provide unit capacity for those units, with other income buffs.

- You have 6 military buildings, and infrastructure:

1 - Growth and replenishment that reach really high amounts;

2 - Income and factionwide (!) post battle and sacking income;

3 - Control, income from buildings, and corruption.

All of these are very good, but of course, you are limited to where you can have a Dark Fortress.

The Minor settlements provide some province wide buffs with their buildings:

1 - Winds of magic and replenishment;

2 - Warband upgrades cost decrease;

3 - Magic drop chance and souls gained from battles;

4 - Garrison sort of building with defensive buffs.

Useful to have at least one or another in some provinces. Definitely not necessary to have everywhere.

Research goes into undivided a bit, and then into all branches of Chaos. As Sigvald, you already start with two technologies into the blessings of Slaanesh, giving your new lords Slaanesh authority and reduced Khorne authority.

This implies you can later change this by focusing on Khorne research, but at least for some time you should consider your allegiance to Slaanesh.

LORDS, SKILLS, ARMY COMPOSITIONS:

Remember that Authority is what gives you replenishment and upkeep reduction. You can also have replenishment in the blue line too.

Blue line includes some buffs for the Warband Upgrades, which is nice. Increased experience gained is rather important for the Warriors of Chaos because of their warband mechanics, as units need to have experience to be upgraded.

Redline is one of the best and less expensive to use, really, because you need very few redline skills to upgrade an entire army with a varied composition. They are divided into mortal and Daemon units for the most part, allowing some interesting combinations.

While I will show some army compositions, it is the fun part of the Warriors of Chaos. Go wild with it, adapt to the enemy, have fun with this. Once you reach the lategame, just try and see what you can come up with.

Sigvald's faction as a whole focuses on Slaanesh, so typically we are going to be using that. Chosen with Chaos Knights of Slaanesh, or going further into some daemonic units.

Nothing wrong with some more Chosen or some artillery too. Keep the theme with Slaanesh troops.

A Nurgle+Slaanesh composition, with a Tzeentch and Khorne composition might be an interesting change of pace if you wish too.

FINAL NOTES:

Customize. Again and again. The new Warriors of Chaos allows you to go just wild with your imagination and creation of armies. Get the armies you wish to win over any enemy.

Sigvald is different particularly because he is still undivided with a clear focus on Slaanesh. You can still play him with the others, but going with the theme is of course really nice.

You also have a unique replay value because he has that Seductive Influence and the Outpost mechanic will give you some nice different campaigns.

Your army consists mainly of:

1 - Great infantry

2 - Great cavalry

3 - Good missiles

4 - Great monsters and single entities;

5 - Great flyers

6 - Relies on upgrading units

7 - Requires time for the elite troops.

Replenishment is great, climate helps a lot, so you will have no trouble having nearly always full armies to fight with.

I believe now it is time to follow Prince Sigvald the Magnificent of the Warriors of Chaos.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3006651737					

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